As I understand, crafting melee damage on weapons will still be divided into all the different damage types, its just the base implicit physical that gets the adaptive property. Implicits that were not physical will remain themed.
I say this becouse with this change scaling damage will be way easier but finding/crafting weapons will be the same as before. Not a bad thing.
As I understand, crafting melee damage on weapons will still be divided into all the different damage types, its just the base implicit physical that gets the adaptive property. Implicits that were not physical will remain themed.
This is correct
The change to the visual ailment stack counter on enemies is pretty awesome. I thought I read a dev comment once saying it wasn't practical to go above 15 so this is a pleasant surprise. I love DoTs in this game and I'm really excited to actually see how many poison stacks I can squeeze out of my build in-game.
It wasn't at the time. Someone had a breakthrough a couple months ago and got it working which is awesome! It's surprising how impactful knowing what stacks actually get up to is. Turns into a little minigame of how high a number of stacks you can get.
When I saw ailment changes, I was really hoping for a change for the tick rate on ailments/DoTs in general, they feel kinda clunky and slow to me, but otherwise looking good, happy to see updates to the SFX, that's big.
The tick rate is likely significantly faster than you think. The numbers of a dot tick are actually several added together.
melee damage on weapons will still be divided into all the different damage types
To be clear, 100% inc melee damage with a melee skill that deals 50 phys 50 cold would then become 50 * (1+50%)= 75 phys, 50 * (1+50%)= 75 cold? Or (50+50) * (1+100%) = 200, then divided by the proportional amounts (100 phys 100 cold).
I would expect the latter I’m just not familiar with the mechanics and want to clarify.
The increase is applied in full to each damage type, so with 100% inc melee damage a melee skill with 50 phys 50 cold would then become 50 * (1 + 100%) = 100 phys, 50 * (1 + 100%) = 100 cold.
This is similar to your second example, but the multiplication happening prior to the addition is important because increased melee damage would be additive with increased physical damage or increased cold damage in this case. For example if you take the above situation and also have 20% increased physical damage and 80% increased cold damage, then it becomes 50 * (1 + 100% + 20%) = 110 phys, 50 * (1 + 100% + 80%) = 140 cold.